- - - - -
3.0 Creature Stage- - - - - (Average Gameplay Time - 2 to 3 Hours)
3.1 OverviewThe key difference between the Microbial stage and the Creature Stage is that you are now playing in a 3D world.

This is initially underwater. However, you have the ability to add legs to your creature in the editor.

This causes your creature to leave the ocean and live as a land creature.

Or, if you wish, you can stay as a water creature, and live underwater.
3.2 Your CreatureYou now have a 3D creature that has the ability to move either by its legs (on land) or its fins (in water) or its wings (in air).

Its movement is determined entirely procedurally, which means that the computer works out, based on shape, size and what features it has, how your creature should move if it were in a real world. So if you have a creature has a high centre of mass then it will walk slightly off balance when turning corners.
3.3 Other CreaturesJust like the Microbial stage, other creatures (mostly player created) inhabit the world around you. Some are small, weak and pathetic little things that your creature can easily attack. Attacking is also done procedurally based on where your main weapon or mouthpiece is. It is now believed that you can select what part of the creature you want it to attack with. However, some creatures are larger than yours and are potentially dangerous.

There are other creatures or your race on the planet too. You can choose to befriend these creatures by interacting and socialising.

If you do befriend other creatures of your kind (and perhaps other creatures) they join your “herd” and will help you attack or defend. If you become very good friends with another creature of your kind and of opposing gender (although different genders is currently unconfirmed) you can mate with it.

Your creature creates a little nest and then your mate will then lay around about 4 eggs (This maybe more or less or always 4).

It’s now your job to defend the eggs from any pesky critters, by attacking them and/or scaring them away. After a period of about 30 seconds to 2 minutes the eggs are ready to hatch. Clicking on them will enter the Creature Editor (see below).
After you have edited/evolved your creature, the eggs hatch, and you play the role of your creature, but as a smaller, scaled-down version child. Algorithms, exaggerate things such as the size of your creature’s head compared to the rest of your body (or the little roar it makes) to make it more “cute”. Based on how many eggs your previous creature laid, you also have a certain number of siblings. You can interact and bond with your siblings (also increasing your socialization of your creature). After a while, your siblings start to bond with you and follow you around, which allow you to take out larger creatures together, as a herd. Some siblings, however, may be slightly less intelligent and take a while in terms of their learning process. We assume that eventually your parents eventually die of old age or that they mysteriously leave the herd.
3.4 FoodThere are several ways of getting food depending if your creature is mainly an herbivore or a carnivore. Carnivorous creatures have the option of eating other creatures or other creature’s eggs.
You can attack and try to kill any creature (assuming you have a weapon) but it is often best to attack creatures smaller than you.

However, smaller creatures may be part of a very large herd, which potentially, could cause you harm or death. With this in mind it is often best to try and find a single creature or to try and drive one from the rest of its pack. Attacking a creature will cause it harm and its health bar (situated above its head) will decrease. Once a creature’s health bar decreases to zero it dies and you creature can proceed to eat it.

The other option for carnivorous creatures is to attack other creature’s eggs and then proceed to eat it. This obviously angers the parent creature and, just like you would do, try and attack you or scare you away.
Herbivores, on the other hand, are able to eat plants. Not much is really known about herbivores other than they can eat plants, but it is likely that herbivores are often more peaceful creatures.
3.5 Interface
The interface consists of a status bar in the bottom left hand corner of the screen. From left to right we have:
- Current Brain Size – a small picture representing the size of brain your creature has along with a slider (brain points?)
- DNA Points – In the
E3 Spore Demo this number increased from 0 to 100 after Will Wright’s creature started eating an egg.
- Possibly Mating Points – Judging by the two little heart symbols, we can imagine that this is some sort of Mating Points Meter. When this is full, your creature is able to mate. Appears to go up after eating.
- Hunger Level – This goes up after eating of course.
- Health Point – Goes down when attacked. Presumably gradually recovers over time.
- Energy – Probably goes up after eating and gradually decreases over time. It may be used to determine the limitation of your creature’s movement. (e.g. you can’t run whilst your energy is low).
3.6 CommandsThese are often referred to as “verbs” that you can give your creature, such as eat or walk. They are procedurally generated, based on what your creature looks like. Verbs can also be combined to create new verbs, such as eating and walking creates “dragging”.
3.7 EditorThe creature editor allows you to modify the shape and size of your creature and add different colours. In the top left corner of the editor are 3 buttons (laid out in a triangle). These are editing (button to the right), texturing (button to the left) and animation (button to the top).
You start out in the editing screen, which shows your creature is shown on a platform, which you can rotate to see around your creature. You can also name your creature here in the top right hand corner. All creatures have a spine, which can be reduced to just one segment if you want to create, lets say, an octopus. Or can be increased to make a longer/taller creature. The spine can be manipulated, which changes the main shape of your creature, or increases the size of the body.
You can then add Parts to your creature.

Each part affects a certain value of the creature. The values are divided into 7 parts:
1) Power – How much damage your creature can inflict.
2) Speed – How fast your creature can move. (e.g. running away from predators).
3) Stealth – A measurement of how likely you are to be noticed when sneaking up to a creature (The smaller you are the more stealth you have. Also adding ears increases your stealth)
4) Herbivore – Determines if your creature is predominantly an herbivore.
5) Carnivore – Determines if your creature is predominantly a carnivore
6) Sense – A measurement of your ability to see, touch, smell, taste, hear. (Not sure how this affects gameplay.)
7) Social – How well your creature can get along with other creatures.
These parts are categorised into groups in the editor screen:
- Mouth Pieces – A large selection of mouthpieces that determine what your creature sounds like and whether it is an herbivore or a carnivore.
- Senses – A collection of eyes, ears, noses, sensors/feelers that increase your creature’s sense meter.

- Limbs – A small variety of arms and legs that you can add to your creature.
- Feet – A large choice of feet to add to your creature’s legs to make them faster in speed.

- Weapons – A collection of weapons that increase your creature’s power.
- Hands – Added to the arms to increase the social meter.
- Accessories – Such as a tail that you can add to your creature that doesn’t seem to affect your creature apart from its appearance.
(NOTE - So far we have received no word on wings. It is likely that they will be part of the game after they were shown in the GDC 2005 Presentation.)
These parts are added to your creature by dragging them across the screen to where you want them on your creature. The editor automatically makes your creature asymmetric, which means that if you place a part, such as an arm on one side, another arm would appear on the opposing side mirroring each other. You can however, place a part in the very centre of the creature, only creating one. If you altered one part (length, thickness, position) then the opposing part would copy this alteration.
Each part cost you DNA points, which means that you can’t evolve your creature too much each phase. Also, parts such as senses use up brain power, which is based on the size on your brain. With this in mind you need to balance out your sense carefully. Have too many eyes and you may use up all your brain power (and spend a lot of DNA too), which means that you will suffer in other sense that you lack (e.g. Smell, hearing etc) You can invest DNA to increase the size of the brain to allow more senses for your creature. Increasing the brain size also increases the number of parts available for your creature. These parts will probably cost more but will be much better in terms of increasing values of your creatures.
After you are happy with your creature you have to add textures (colours), by clicking on the button to the left (in the top left hand corner). The texturing screen is fairly similar to the editing screen. It has your creature (that you’ve just changed) standing on a platform and its nametag in the top right hand corner. However the “toolbar” to the left no longer shows categorised parts (see above). Instead it has a selection of colours near the top and four texturing categories. The first category gives your creature its base colour/texture (Like its skin.) In the first category you can pick a colour for your creature and then select a texture (e.g. plain, stripy, scaly, furry). The next category contains overlays (patterns) for your creature (mainly stripes in this one). Again, you select a colour and then a pattern and it places it on your question. The next two categories we are unsure about but these may be overlays too.
When you have completed your creature and it is textured to your satisfaction, you can then test out the creature’s animation in the “play mode”. This is accessed via the top button in the top left hand corner. Here, your creature is placed into a virtual piece of land, which you can use to test its walking ability and how it will Roar, Attack, Play and React. (The computer based on the shape and size of your creature works all these out procedurally.) You can also
3.8 Saved GameThe game saves automatically when you enter the creature editor to evolve your creature. If your newly evolved creature died then it would load up the last time you begin modifying it. This ensures that you can’t save a game with a creature that cannot survive.